ghostty/src/App.zig
Jeffrey C. Ollie 4ad749607a core: performAction now returns a bool
This is to facilitate the `performable:` prefix on keybinds that are
implemented using app runtime actions.
2025-02-11 16:43:50 -08:00

584 lines
20 KiB
Zig

//! App is the primary GUI application for ghostty. This builds the window,
//! sets up the renderer, etc. The primary run loop is started by calling
//! the "run" function.
const App = @This();
const std = @import("std");
const builtin = @import("builtin");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
const build_config = @import("build_config.zig");
const apprt = @import("apprt.zig");
const Surface = @import("Surface.zig");
const tracy = @import("tracy");
const input = @import("input.zig");
const configpkg = @import("config.zig");
const Config = configpkg.Config;
const BlockingQueue = @import("datastruct/main.zig").BlockingQueue;
const renderer = @import("renderer.zig");
const font = @import("font/main.zig");
const internal_os = @import("os/main.zig");
const macos = @import("macos");
const objc = @import("objc");
const log = std.log.scoped(.app);
const SurfaceList = std.ArrayListUnmanaged(*apprt.Surface);
/// General purpose allocator
alloc: Allocator,
/// The list of surfaces that are currently active.
surfaces: SurfaceList,
/// This is true if the app that Ghostty is in is focused. This may
/// mean that no surfaces (terminals) are focused but the app is still
/// focused, i.e. may an about window. On macOS, this concept is known
/// as the "active" app while focused windows are known as the
/// "main" window.
///
/// This is used to determine if keyboard shortcuts that are non-global
/// should be processed. If the app is not focused, then we don't want
/// to process keyboard shortcuts that are not global.
///
/// This defaults to true since we assume that the app is focused when
/// Ghostty is initialized but a well behaved apprt should call
/// focusEvent to set this to the correct value right away.
focused: bool = true,
/// The last focused surface. This surface may not be valid;
/// you must always call hasSurface to validate it.
focused_surface: ?*Surface = null,
/// The mailbox that can be used to send this thread messages. Note
/// this is a blocking queue so if it is full you will get errors (or block).
mailbox: Mailbox.Queue,
/// The set of font GroupCache instances shared by surfaces with the
/// same font configuration.
font_grid_set: font.SharedGridSet,
// Used to rate limit desktop notifications. Some platforms (notably macOS) will
// run out of resources if desktop notifications are sent too fast and the OS
// will kill Ghostty.
last_notification_time: ?std.time.Instant = null,
last_notification_digest: u64 = 0,
/// The conditional state of the configuration. See the equivalent field
/// in the Surface struct for more information. In this case, this applies
/// to the app-level config and as a default for new surfaces.
config_conditional_state: configpkg.ConditionalState,
/// Set to false once we've created at least one surface. This
/// never goes true again. This can be used by surfaces to determine
/// if they are the first surface.
first: bool = true,
pub const CreateError = Allocator.Error || font.SharedGridSet.InitError;
/// Initialize the main app instance. This creates the main window, sets
/// up the renderer state, compiles the shaders, etc. This is the primary
/// "startup" logic.
///
/// After calling this function, well behaved apprts should then call
/// `focusEvent` to set the initial focus state of the app.
pub fn create(
alloc: Allocator,
) CreateError!*App {
var app = try alloc.create(App);
errdefer alloc.destroy(app);
var font_grid_set = try font.SharedGridSet.init(alloc);
errdefer font_grid_set.deinit();
app.* = .{
.alloc = alloc,
.surfaces = .{},
.mailbox = .{},
.font_grid_set = font_grid_set,
.config_conditional_state = .{},
};
errdefer app.surfaces.deinit(alloc);
return app;
}
pub fn destroy(self: *App) void {
// Clean up all our surfaces
for (self.surfaces.items) |surface| surface.deinit();
self.surfaces.deinit(self.alloc);
// Clean up our font group cache
// We should have zero items in the grid set at this point because
// destroy only gets called when the app is shutting down and this
// should gracefully close all surfaces.
assert(self.font_grid_set.count() == 0);
self.font_grid_set.deinit();
self.alloc.destroy(self);
}
/// Tick ticks the app loop. This will drain our mailbox and process those
/// events. This should be called by the application runtime on every loop
/// tick.
pub fn tick(self: *App, rt_app: *apprt.App) !void {
// If any surfaces are closing, destroy them
var i: usize = 0;
while (i < self.surfaces.items.len) {
const surface = self.surfaces.items[i];
if (surface.shouldClose()) {
surface.close(false);
continue;
}
i += 1;
}
// Drain our mailbox
try self.drainMailbox(rt_app);
}
/// Update the configuration associated with the app. This can only be
/// called from the main thread. The caller owns the config memory. The
/// memory can be freed immediately when this returns.
pub fn updateConfig(self: *App, rt_app: *apprt.App, config: *const Config) !void {
// Go through and update all of the surface configurations.
for (self.surfaces.items) |surface| {
try surface.core_surface.handleMessage(.{ .change_config = config });
}
// Apply our conditional state. If we fail to apply the conditional state
// then we log and attempt to move forward with the old config.
// We only apply this to the app-level config because the surface
// config applies its own conditional state.
var applied_: ?configpkg.Config = config.changeConditionalState(
self.config_conditional_state,
) catch |err| err: {
log.warn("failed to apply conditional state to config err={}", .{err});
break :err null;
};
defer if (applied_) |*c| c.deinit();
const applied: *const configpkg.Config = if (applied_) |*c| c else config;
// Notify the apprt that the app has changed configuration.
_ = try rt_app.performAction(
.app,
.config_change,
.{ .config = applied },
);
}
/// Add an initialized surface. This is really only for the runtime
/// implementations to call and should NOT be called by general app users.
/// The surface must be from the pool.
pub fn addSurface(
self: *App,
rt_surface: *apprt.Surface,
) Allocator.Error!void {
try self.surfaces.append(self.alloc, rt_surface);
// Since we have non-zero surfaces, we can cancel the quit timer.
// It is up to the apprt if there is a quit timer at all and if it
// should be canceled.
_ = rt_surface.app.performAction(
.app,
.quit_timer,
.stop,
) catch |err| {
log.warn("error stopping quit timer err={}", .{err});
};
}
/// Delete the surface from the known surface list. This will NOT call the
/// destructor or free the memory.
pub fn deleteSurface(self: *App, rt_surface: *apprt.Surface) void {
// If this surface is the focused surface then we need to clear it.
// There was a bug where we relied on hasSurface to return false and
// just let focused surface be but the allocator was reusing addresses
// after free and giving false positives, so we must clear it.
if (self.focused_surface) |focused| {
if (focused == &rt_surface.core_surface) {
self.focused_surface = null;
}
}
var i: usize = 0;
while (i < self.surfaces.items.len) {
if (self.surfaces.items[i] == rt_surface) {
_ = self.surfaces.swapRemove(i);
continue;
}
i += 1;
}
// If we have no surfaces, we can start the quit timer. It is up to the
// apprt to determine if this is necessary.
if (self.surfaces.items.len == 0) _ = rt_surface.app.performAction(
.app,
.quit_timer,
.start,
) catch |err| {
log.warn("error starting quit timer err={}", .{err});
};
}
/// The last focused surface. This is only valid while on the main thread
/// before tick is called.
pub fn focusedSurface(self: *const App) ?*Surface {
const surface = self.focused_surface orelse return null;
if (!self.hasSurface(surface)) return null;
return surface;
}
/// Returns true if confirmation is needed to quit the app. It is up to
/// the apprt to call this.
pub fn needsConfirmQuit(self: *const App) bool {
for (self.surfaces.items) |v| {
if (v.core_surface.needsConfirmQuit()) return true;
}
return false;
}
/// Drain the mailbox.
fn drainMailbox(self: *App, rt_app: *apprt.App) !void {
while (self.mailbox.pop()) |message| {
log.debug("mailbox message={s}", .{@tagName(message)});
switch (message) {
.open_config => try self.performAction(rt_app, .open_config),
.new_window => |msg| try self.newWindow(rt_app, msg),
.close => |surface| self.closeSurface(surface),
.surface_message => |msg| try self.surfaceMessage(msg.surface, msg.message),
.redraw_surface => |surface| self.redrawSurface(rt_app, surface),
.redraw_inspector => |surface| self.redrawInspector(rt_app, surface),
// If we're quitting, then we set the quit flag and stop
// draining the mailbox immediately. This lets us defer
// mailbox processing to the next tick so that the apprt
// can try to quit as quickly as possible.
.quit => {
log.info("quit message received, short circuiting mailbox drain", .{});
try self.performAction(rt_app, .quit);
return;
},
}
}
}
pub fn closeSurface(self: *App, surface: *Surface) void {
if (!self.hasSurface(surface)) return;
surface.close();
}
pub fn focusSurface(self: *App, surface: *Surface) void {
if (!self.hasSurface(surface)) return;
self.focused_surface = surface;
}
fn redrawSurface(self: *App, rt_app: *apprt.App, surface: *apprt.Surface) void {
if (!self.hasSurface(&surface.core_surface)) return;
rt_app.redrawSurface(surface);
}
fn redrawInspector(self: *App, rt_app: *apprt.App, surface: *apprt.Surface) void {
if (!self.hasSurface(&surface.core_surface)) return;
rt_app.redrawInspector(surface);
}
/// Create a new window
pub fn newWindow(self: *App, rt_app: *apprt.App, msg: Message.NewWindow) !void {
const target: apprt.Target = target: {
const parent = msg.parent orelse break :target .app;
if (self.hasSurface(parent)) break :target .{ .surface = parent };
break :target .app;
};
_ = try rt_app.performAction(
target,
.new_window,
{},
);
}
/// Handle an app-level focus event. This should be called whenever
/// the focus state of the entire app containing Ghostty changes.
/// This is separate from surface focus events. See the `focused`
/// field for more information.
pub fn focusEvent(self: *App, focused: bool) void {
// Prevent redundant focus events
if (self.focused == focused) return;
log.debug("focus event focused={}", .{focused});
self.focused = focused;
}
/// Returns true if the given key event would trigger a keybinding
/// if it were to be processed. This is useful for determining if
/// a key event should be sent to the terminal or not.
pub fn keyEventIsBinding(
self: *App,
rt_app: *apprt.App,
event: input.KeyEvent,
) bool {
_ = self;
switch (event.action) {
.release => return false,
.press, .repeat => {},
}
// If we have a keybinding for this event then we return true.
return rt_app.config.keybind.set.getEvent(event) != null;
}
/// Handle a key event at the app-scope. If this key event is used,
/// this will return true and the caller shouldn't continue processing
/// the event. If the event is not used, this will return false.
///
/// If the app currently has focus then all key events are processed.
/// If the app does not have focus then only global key events are
/// processed.
pub fn keyEvent(
self: *App,
rt_app: *apprt.App,
event: input.KeyEvent,
) bool {
switch (event.action) {
// We don't care about key release events.
.release => return false,
// Continue processing key press events.
.press, .repeat => {},
}
// Get the keybind entry for this event. We don't support key sequences
// so we can look directly in the top-level set.
const entry = rt_app.config.keybind.set.getEvent(event) orelse return false;
const leaf: input.Binding.Set.Leaf = switch (entry.value_ptr.*) {
// Sequences aren't supported. Our configuration parser verifies
// this for global keybinds but we may still get an entry for
// a non-global keybind.
.leader => return false,
// Leaf entries are good
.leaf => |leaf| leaf,
};
// If we aren't focused, then we only process global keybinds.
if (!self.focused and !leaf.flags.global) return false;
// Global keybinds are done using performAll so that they
// can target all surfaces too.
if (leaf.flags.global) {
self.performAllAction(rt_app, leaf.action) catch |err| {
log.warn("error performing global keybind action action={s} err={}", .{
@tagName(leaf.action),
err,
});
};
return true;
}
// Must be focused to process non-global keybinds
assert(self.focused);
assert(!leaf.flags.global);
// If we are focused, then we process keybinds only if they are
// app-scoped. Otherwise, we do nothing. Surface-scoped should
// be processed by Surface.keyEvent.
const app_action = leaf.action.scoped(.app) orelse return false;
self.performAction(rt_app, app_action) catch |err| {
log.warn("error performing app keybind action action={s} err={}", .{
@tagName(app_action),
err,
});
};
return true;
}
/// Call to notify Ghostty that the color scheme for the app has changed.
/// "Color scheme" in this case refers to system themes such as "light/dark".
pub fn colorSchemeEvent(
self: *App,
rt_app: *apprt.App,
scheme: apprt.ColorScheme,
) !void {
const new_scheme: configpkg.ConditionalState.Theme = switch (scheme) {
.light => .light,
.dark => .dark,
};
// If our scheme didn't change, then we don't do anything.
if (self.config_conditional_state.theme == new_scheme) return;
// Setup our conditional state which has the current color theme.
self.config_conditional_state.theme = new_scheme;
// Request our configuration be reloaded because the new scheme may
// impact the colors of the app.
_ = try rt_app.performAction(
.app,
.reload_config,
.{ .soft = true },
);
}
/// Perform a binding action. This only accepts actions that are scoped
/// to the app. Callers can use performAllAction to perform any action
/// and any non-app-scoped actions will be performed on all surfaces.
pub fn performAction(
self: *App,
rt_app: *apprt.App,
action: input.Binding.Action.Scoped(.app),
) !void {
switch (action) {
.unbind => unreachable,
.ignore => {},
.quit => _ = try rt_app.performAction(.app, .quit, {}),
.new_window => _ = try self.newWindow(rt_app, .{ .parent = null }),
.open_config => _ = try rt_app.performAction(.app, .open_config, {}),
.reload_config => _ = try rt_app.performAction(.app, .reload_config, .{}),
.close_all_windows => _ = try rt_app.performAction(.app, .close_all_windows, {}),
.toggle_quick_terminal => _ = try rt_app.performAction(.app, .toggle_quick_terminal, {}),
.toggle_visibility => _ = try rt_app.performAction(.app, .toggle_visibility, {}),
}
}
/// Perform an app-wide binding action. If the action is surface-specific
/// then it will be performed on all surfaces. To perform only app-scoped
/// actions, use performAction.
pub fn performAllAction(
self: *App,
rt_app: *apprt.App,
action: input.Binding.Action,
) !void {
switch (action.scope()) {
// App-scoped actions are handled by the app so that they aren't
// repeated for each surface (since each surface forwards
// app-scoped actions back up).
.app => try self.performAction(
rt_app,
action.scoped(.app).?, // asserted through the scope match
),
// Surface-scoped actions are performed on all surfaces. Errors
// are logged but processing continues.
.surface => for (self.surfaces.items) |surface| {
_ = surface.core_surface.performBindingAction(action) catch |err| {
log.warn("error performing binding action on surface ptr={X} err={}", .{
@intFromPtr(surface),
err,
});
};
},
}
}
/// Handle a window message
fn surfaceMessage(self: *App, surface: *Surface, msg: apprt.surface.Message) !void {
// We want to ensure our window is still active. Window messages
// are quite rare and we normally don't have many windows so we do
// a simple linear search here.
if (self.hasSurface(surface)) {
try surface.handleMessage(msg);
}
// Window was not found, it probably quit before we handled the message.
// Not a problem.
}
fn hasSurface(self: *const App, surface: *const Surface) bool {
for (self.surfaces.items) |v| {
if (&v.core_surface == surface) return true;
}
return false;
}
/// The message types that can be sent to the app thread.
pub const Message = union(enum) {
// Open the configuration file
open_config: void,
/// Create a new terminal window.
new_window: NewWindow,
/// Close a surface. This notifies the runtime that a surface
/// should close.
close: *Surface,
/// Quit
quit: void,
/// A message for a specific surface.
surface_message: struct {
surface: *Surface,
message: apprt.surface.Message,
},
/// Redraw a surface. This only has an effect for runtimes that
/// use single-threaded draws. To redraw a surface for all runtimes,
/// wake up the renderer thread. The renderer thread will send this
/// message if it needs to.
redraw_surface: *apprt.Surface,
/// Redraw the inspector. This is called whenever some non-OS event
/// causes the inspector to need to be redrawn.
redraw_inspector: *apprt.Surface,
const NewWindow = struct {
/// The parent surface
parent: ?*Surface = null,
};
};
/// Mailbox is the way that other threads send the app thread messages.
pub const Mailbox = struct {
/// The type used for sending messages to the app thread.
pub const Queue = BlockingQueue(Message, 64);
rt_app: *apprt.App,
mailbox: *Queue,
/// Send a message to the surface.
pub fn push(self: Mailbox, msg: Message, timeout: Queue.Timeout) Queue.Size {
const result = self.mailbox.push(msg, timeout);
// Wake up our app loop
self.rt_app.wakeup();
return result;
}
};
// Wasm API.
pub const Wasm = if (!builtin.target.isWasm()) struct {} else struct {
const wasm = @import("os/wasm.zig");
const alloc = wasm.alloc;
// export fn app_new(config: *Config) ?*App {
// return app_new_(config) catch |err| { log.err("error initializing app err={}", .{err});
// return null;
// };
// }
//
// fn app_new_(config: *Config) !*App {
// const app = try App.create(alloc, config);
// errdefer app.destroy();
//
// const result = try alloc.create(App);
// result.* = app;
// return result;
// }
//
// export fn app_free(ptr: ?*App) void {
// if (ptr) |v| {
// v.destroy();
// alloc.destroy(v);
// }
// }
};